Jean-Philip Desjardins
4064c4c5e0
Use GetDisplayBounds.
2021-09-03 13:28:55 -04:00
Jean-Philip Desjardins
095e4e4e8d
Use scale from GS handler.
2021-08-20 11:11:45 -04:00
Jean-Philip Desjardins
6c23cb5c3e
Remove unused ReadFramebuffer function.
2021-08-20 09:52:34 -04:00
Jean-Philip Desjardins
596e81fd38
Move VERTEX to GSHandler.
2021-08-19 21:01:17 -04:00
Jean-Philip Desjardins
7ab258204c
Add textured line support in OpenGL.
2021-07-14 11:15:45 -04:00
Jean-Philip Desjardins
e25a21faf6
Do alpha blending in shader if we have framebuffer fetch.
2021-05-18 17:27:49 -04:00
Björn Gerdau
5dda26feeb
Implement missing blendmode 1021
...
Fixes various things in Rule of Rose
2021-05-16 18:52:22 +02:00
Björn Gerdau
53e5271bd9
Partially implement TEST_1/2 AFAIL on mobile via framebuffer fetch
...
When a alpha test fail method is set, and the trivial cases cannot be handled via color mask, we need to handle it in shader code.
TODO: This implementation based on framebuffer fetch, and thus only works on mobile. Also, this does not correctly handle cases where no depth should be written to the framebuffer.
2021-04-26 15:59:36 +02:00
Jean-Philip Desjardins
df9c9e06b3
Use framebuffer fetch to implement destination alpha test.
2021-04-23 08:45:12 -04:00
Jean-Philip Desjardins
96c47dd154
Remove old/unused technique code.
2021-04-15 13:12:23 -04:00
Jean-Philip Desjardins
2103eb1726
Add blending formulae.
2021-03-24 16:56:12 -04:00
Ian Brown
cfdf42dc08
Another 2 glCheckFramebufferStatus calls
2021-01-27 17:21:26 +00:00
Ian Brown
56957273b9
remove assertion code in release
2021-01-27 16:09:00 +00:00
Jean-Philip Desjardins
86d34c1eea
Change how feature toggles are applied.
...
Fixes an issue with blending state not being properly invalidated.
2021-01-14 10:50:01 -05:00
Mahmood - Zer0xFF
67c4f1c546
scale framebuffer dump appropriately
2021-01-11 15:06:30 +00:00
Mahmood - Zer0xFF
0f871de2ec
syntax cleanup
2021-01-07 21:47:29 +00:00
Mahmood - Zer0xFF
b9b7e1e675
use SendGSCall to access mailbox
2021-01-07 21:47:29 +00:00
Mahmood - Zer0xFF
abf49b299f
fix texture colouring
2021-01-07 21:47:29 +00:00
Mahmood - Zer0xFF
63e57711e0
disbale code on GLES, GLES doesnt support GL_BGRA or glGetTexImage, these can be worked around using GL_RGBA, and attaching texture to debugger and reading with glReadPixels, however since these functions are use only in frame debugger, there is no need for a workaround
2021-01-07 21:47:29 +00:00
Mahmood - Zer0xFF
1fea18e2a1
update CGSH_OpenGL to match CGSH_Direct3D9
2021-01-07 21:47:29 +00:00
Jean-Philip Desjardins
c036662f3d
Add missing blending formulae.
2020-12-23 16:04:59 -05:00
Jean-Philip Desjardins
59b85f565c
Implement texture clamping in shader on OpenGL.
...
To fix issues with shadow maps that bleed out.
2020-11-20 16:33:27 -05:00
Ian Brown
e1b6c1b7bf
review fix - move code to better respect ordering
2020-11-07 23:46:25 +00:00
Ian Brown
088fb0c2e1
Implement 2000 blend mode. Used by BGDA
2020-11-06 16:30:58 +00:00
Jean-Philip Desjardins
c1c2cef8b4
Add missing blending formulae in OGL.
2020-09-25 16:35:23 -04:00
Jean-Philip Desjardins
7d88ba6115
Code style fixes.
2020-06-16 16:47:24 -04:00
Jean-Philip Desjardins
a92bd3334e
Add blending mode 1221 on OpenGL.
2020-06-16 16:47:24 -04:00
Jean-Philip Desjardins
ba86ba5c74
Only enable colorOutputWhite if alpha blending is enabled.
2020-06-16 16:47:24 -04:00
Jean-Philip Desjardins
74b2d6dfac
Fix blending mode 1201 on OpenGL.
2020-06-16 16:47:23 -04:00
Jean-Philip Desjardins
51ef8171cf
Add missing blending formulae in D3D9.
2020-06-16 16:47:22 -04:00
Björn Gerdau
4a7bad7fa9
Ensure that all drawing has completed before we do a local 2 local transfer
2020-06-11 23:28:48 +02:00
Björn Gerdau
c66cf09449
Handle CGSH_OpenGL::ProcessLocalToLocalTransfer texture write
...
If we do a local to local transfer, the destination might not be a framebuffer, but a texture.
2020-06-11 23:28:48 +02:00
Jean-Philip Desjardins
1cfd486fa4
Extract invalidation range computation logic.
...
Reuse in both OGL and D3D. Also makes it unit testable.
2020-04-30 18:55:09 -04:00
Björn Gerdau
79b4f4cbcc
Account for textures with 0 buffer width
...
This is used by DBZ Budokai Tenkaichi 2 and 3 at least.
2020-04-28 18:35:44 +02:00
Björn Gerdau
2030bf9a8f
Implement missing blendmode 1002
...
Fixes loading screen not rendering in Burnout 3
Vulkan implementation is missing as I lack required hardware
2020-04-23 11:28:52 +02:00
Jean-Philip Desjardins
01a0bf5634
Code style fixes.
2020-01-31 09:34:48 -05:00
Jean-Philip Desjardins
93a05d1e76
Implement presentation params.
2020-01-25 20:59:52 -05:00
Mahmood - Zer0xFF
9ee8c00959
cleanup
2020-01-25 22:37:13 +00:00
Mahmood - Zer0xFF
1de4a2b68e
capture screenshot directly from display framebuffer, at rendering resolution
2020-01-24 12:43:34 +00:00
Mahmood - Zer0xFF
409ec5a8d0
allow GS to run in non-/threaded mode
2019-12-29 17:35:52 +01:00
Jean-Philip Desjardins
487a419ecf
Remove useless asserts.
2019-11-21 12:30:08 -05:00
Jean-Philip Desjardins
2076edf3c0
Fix Linux build.
2019-08-17 13:51:31 -04:00
Jean-Philip Desjardins
5b3c42b94c
Reset texture swizzle before presenting.
...
Fixes red hue in games like Okami.
2019-08-12 13:21:51 -04:00
Jean-Philip Desjardins
8cd4f76383
Code style fixes.
2019-08-09 13:10:49 -04:00
Jean-Philip Desjardins
af7a4781f7
Allow PSMCT24 and PSMCT32 framebuffers to use the same texture.
2019-08-09 13:10:48 -04:00
Jean-Philip Desjardins
65c279bd84
Formatting fixes.
...
(cherry picked from commit 4c57287c11f664e778bdda8f98437b4f9411afca)
2019-08-09 13:10:48 -04:00
Jean-Philip Desjardins
41aebcb6d8
Redo depth handling from GS RAM POC branch.
2019-08-09 13:10:48 -04:00
Jean-Philip Desjardins
58950ca508
Disable dual source blending on macOS.
2019-07-23 12:28:50 -04:00
Jean-Philip Desjardins
e4d5884e45
Cleanup.
...
(cherry picked from commit b591064819be54ca9bdb75560062a03a69bea6cc)
2019-06-17 20:22:42 -04:00
Jean-Philip Desjardins
a22bd0e61d
Add nice constants for depth test method.
2019-06-17 19:52:57 -04:00